Monday, September 30, 2013

what to do with your tactics

So I finally I had the time to finish a full game with the space marine codex against a pretty stalwart guard list with mostly massed infantry. I tried out some of the nasty units in the codex such as honor guard and the chapter master. The biggest thing though that I took away was strategy revolving around chapter tactics.

In listening to some podcasts, one of them mentioned that the marine codex is for fluffy lists. And with that your list should be built to your chapter tactics - it rewards that.

For example the ultramarines tactics is only really optimized if you brought tacticals, assault marines, and devastators. Not bringing any of those basically means you gimp 1/3 of your 'powers'.

So, in saying that I have given a lot of thought to optimizing my Black templars lists.

First I will hit the second trait Crusaders: getting adamantium will and the crusaders rule.
First, adamantium will gives a nice bonus to deny the witch to every one. This is hard to maximize army wide but in combination with the shield eternal and an allied battle brother  of higher level psyker can boost that to a healthy 2+ (or 3+ if equal or lower level - even better a rune priest.) That is a unit to give demons trouble.
Second getting crusader means you pick the highest of 2 d6 for your run and add d3 to your sweeping advance. Great rule  for our crusader squads as they pack enough guys to make a drudge across the board. This, however ironic actually works amazing on fast units. What I mean is that jump troops take the greatest movement advantage of this. With the ability to jump 12 and then run 4 (on average) means you are getting to the much needed assault sooner. Thus to optimize this we need big fast squads so larger crusaders and jump guys would best if not necessary. And as for the d3 in sweeping you need a high initiative. Since it goes by highest your mostly i4 but the cm is i5 which can help. Putting a librarian in there with biomancy warp speed easily is higher and gives fleet potentially giving you an auto wipe on some units.

The second trait gives rerolls and rending in a challenge. This is pretty good but with atsknf you can't go wrong in the challenge.
To me this looks best if you maintain a waste in all squads. Usually you want him naked or pretty close to that. This seems counter to BT method with hidden axes in blob squads but it actually can pay dividends. Giving you rending means you potentially have the ability to wound any thing in the game regardless of toughness. So charging in may lose you a sarge but the time you do rend a terminator sarge in a challenge or that wraithknight it'll be worth the ten points especially because you won't run away.
Caution, however, as a challenge is not always beneficial. One such example is challenging an ic if your squad charged him alone. That basically nullifies the rest of the squads charge attacks if he is in a dual. In this instant it may be better to stand and double tap and then get another turn of shooting from overwatch to try and eliminate him as he comes in then challenging to try and rend while taking the extra attack from him.
If you wanted that sarge better though I would give him a powermaul (or maybe lance if you are feeling risky) as that has the highest damage. Second for me is the Lt claw as it gives shred and that can make rending more possible. These though shouldn't be on tacticals or really any objective holding troops as the likelyhood of them being able to use that is small.

So there you have it a bit of food for thought went reviewing chapter tactics






Thursday, September 26, 2013

new codex and toys!

Well, I finally attended my first GT and had an awesome time! I took my BT for one last go before the new codex and although I got pretty stomped in a few games( fourth edition codexes don't stand up great against to current meta ;) )
 Here was my list

Emperor's Champion with abhor the witch vow

Master of sanctity in terminator armour with a few grenades and 1 cenobyte servitor

Command terminator squad of 4 with 2 as cyclone ML and tank hunters for the squad

Crusader squad with 6, 1 power sword and flamer

Crusader squad with 5, 1 power axe

Crusader squad with 5, 1 ML and dedicated Rhino

Assault squad with 5, all melta bombs

Assault squads with 5, all have melta bombs

Landraider

Landraider

Landraider

For 1850

Basically troops in landraiders for spear head. Emperors champ rode alone to shove down throats. The terminators slogged while assault squads deep strike or jump after monsterous creatures or tanks. I didn't bring elites to deny the extra point but it turned out that just gave an extra point. 

First two games I was aptly destroyed but made it to the last turn (6) but then in the losing bracket I tied my third and potentially my fourth then minor loss for my last by kill points
In the end I made friends with several guys I played exchanging numbers to play again and then won the players choice! Netted myself a Cron crossiant!

Now that the new codex is out that list needs updating and I need to post some reviews. As much as I miss my old codex we did need an update point wise so its an interesting trade. We'll see how it turns out.

Saturday, August 10, 2013

Update and tournament hunting

Alright, so what's up?

Well let's just update you with a little about what I have been doing lately!

So the newest things I have added to my Templars is 2 attack bikes and a LRC. Both have got their first coats but working on finishing them. Great additions by the way!

Anyways the real point of the update is do a couple pieces of potential lists that I may use at the upcoming Midwest Massacre!

Before I post the lists I am debating between using attack bike squads with a hidden character in there or using an allied detachment of tau.

Pros of the bikes: gives me fast attack for scouring missions, another character can make them punch very hard, also that can provide 3 multi meltas or heavy golfers and 6 wounds on toughness 5 models.

Pros of tau allies: gives me 2 scoring units naturally raising me to 4 total, the hq on firewarriors gives a strong 24 shots and 1 markerlight, kroot snipers are outflanking or infiltrating and can potentially be an answer to mc's, taking a dedicated devilfish transport with smart missiles makes it valuable as well as versatile.

Overall the tau really fill that versatility needed for scoring but the bikes have potential synergy with their codex. Possibly having more bike squads make the field very saturated and maybe more survivable......

Hmm choices......

Monday, April 29, 2013

Youtube!?!

Hey ya'll! Just started a new Youtube channel to start posting all the battle reports i can as well as feature some of my list as we start preparing for the Midwest Massacre! Its under BlackTemplarBasement so hit us up and look for new Battle Reports as they hit the vox!

Sunday, September 2, 2012

Black Templar Sunday: Special Issue

Oh my gosh two posts in a week?
unheard of!

So I have recently been thinking about my list as I continue to edit it and add to it for our escalation league.
Three things I am considering:

1. First, troop sizes; currently I run 2 squads of troops: A five man squad with an Ax and the EC and the techmarine in the LR, the other squad is 5 marines with missile and plasma along with 5 h2h Neophytes for objective sitting. I am considering whether this is enough or not. I know that most players would say it is not enough with so many games being Objective heavy and 2 troops won't cut it. Although this is true my problem with our troops is mobility. When playing I rarely expect my troops to survive that long or be close to the other side of the map, also the average of most games is 4 objectives two placed by me and 2 by the opponent. That means I really have strategic influence on about half of the objectives.
All this being said my troops either start on the objective or travel rather close to get to one to sit. Problem is BT don't sit, they get shot and move! So practically unless i play to hard for objectives I usually can take 2 most likely 1. Luckily lots of things can deny the capture. So I think 2 troops is a good amount and only at 2k would i take more (since I have too) and just keep them like a combat squad (1 regular gunned up squad and 1 five man squad in front with just a flamer)

2.Terminator squad sizes: The next thing I am considering for my escalation list is either another terminator squad or make my command squad larger. The upside of a large command squad is that it becomes alot more scary and will most likely take alot of fire and make it to h2h with whoever it wants. The upside to 2 squads is 2 more Cyclone missiles or assault cannons. Survivability versus Firepower. It is a hard trade and really depends on how I play. I think the Survivablity is probably best considering it is less Kill points with a high potential of scoring more Kill points. The shooty Squad is a KP and great versus vehicles but less likely to kill a vehicle(or squad) outright (even though Tank Hunters is a better chance than anyone else)

3.Finally Allies: I rarely run allies because I believe that although it intially helps cover some of your armies apparent weaknesses overall allies cause you to be good at 2 cmpletely different armies and try to get them not only to work together but retain their benefits while providing for the other army. I don't think this happens very easily or often. So as we get into the higher points I might have to start using my Dark Eldar. It is the worst kind of ally you can have but their movement is amazing and makes me not worried much. What I am worried about is will it be a waste compromising my BT or will it be worth it to have the extra speed and let the BT be the hammer. Play testing will tell

anyways let me know what you think!!!!

Thursday, August 30, 2012

Not Black Tempars But still Black(or Dark if you will)

Ok i know I promised a list and sorry for not delivering that however i think we should all just be happy that I actually updated this before the month mark.......

also I have noticed a bit more activity lately, so keep it up and I definitely will keep it up!


Actually I just wanted to update with some ideas and projects I currently am working on.
For BT:
Currently I need to paint and post those pictures with about 90% base coated all I need to do is get more white and grey paint to finish certain areas.
Also for the BT's I have been thinking of a new marshal I already have modelled but yet to play:
Its a gun slinging marshal with dual Plasma Pistols that are Master Crafted. Sweet isn't it. Sure this makes him super unviable but I think its just awesome I can actually use the Gunslinger rules when like no one else can. Am I right? Also someone suggested that the EC go with a squad of Sword Brethern. which actually is a kinda neat idea. He could outflank with them or infiltrate and though he has no charge first turn people will either react hard to him the turn he pops up or leave him alone which is actually favorable in 2 ways. Option 1 is kind of nice because then it takes some heat off the other units especially if you place him close to tanks and small meaty units. Option 2 is even better because he can wait a turn with the brothers then jump out and munch up the small troop choice or perhaps long fangs that happen to be chilling so close. He could even sit out front and tank the wounds doing a +2 save per missile and then look our sir per other missile.

just a thought.......


The real update is that I recently got some Dark Eldar. Definitiely really cool- at least as far as vehicle design is concerned. The real think I love in their army though is Reavers. If I had the money I'd purchase a lot of those. so awesome!!!!!!!!!!
My biggest think with the Dark eldar is learning to play weaker then most updates. Although they have had a recent update not many of their things can go toe to toe with a marine, but then again theyaren't meant to. They are meant for Trickery just as their name suggests and just as I shout out my brother everytime he makes a regular eldar save (that elf trickery). I look forward to playing them in such a way that I rarely engage you but making passes as you weak spots always dodging the bullet. we'll see how that goes though.


Look for updates on both as I play BT as competitive as I can and still playing some with this new set of toys!

Thursday, August 23, 2012

From Fixing to being a Tank

Ok, So i have been playing a bit of Templars in my local club and I have mapped out a pretty good list at 1500. Hopefully within this week I will be able to post it up here.

Let's see, what is new.......

Well I got myself a Rhino Chasis which was whirlwind. Lucky me since Templar's don't play Whirlwinds(not in our dex since its a sissy weapon). Ripped those off and converted them to my terminators as Cyclone Missile Launchers. Also got a couple more Termies and re mapped the squads. Took out the Assualt Termies altogether since the only effective ones were powerfist and shooting is so good in 6th might as well just keep PF and shooty Termies instead. That with tank hunters makes them scarey! (at least to anything under 14 armour)

Also I know that Templar's are my first true army and love in 40k and they will retain that however with a birthday recently past and not needing much else for Templars I am grabbing myself a Kabal. That's right: Dark Eldar for me as well. I will build them slowly I believe but I am excited to play another non psyker and super fast. Of all models in the game my favourite is the Reavers. Their ability to autohit by driving over accompanied by an amazing cover save when they are fast(+3) makes them Marine toughness and hard as nails to catch.(considering those nails are shot from a nail gun)

Ok Now for the meat and potatoes of this post: Techmarine Tanking.

It is common knowledge now in 6th that Tanking can be a great way to deliver that deathstar to the enemy. However instead of terminator lords or sarges recently I have started using my Techmarine for this. Templars don't get Sarges so the best way to do this is to use something that is preferably an IC and have that special save(2+).
The techmarine in full servo harness is our answer to this since we have no sarges and a 65 point castellan uses up a valuable force org spot and is stark naked until u add 25 to him for the term armour.
So we look to elites and though the techmarine is costly as 70 points+35 for the full servo harness he is the only(aside from the Champion) who has not only wargear immediately but gains a fair bit of wargear for 35 points. The Techie comes with a PF attack, PW(sword I recommend), Signum, Auspex and Bolter plus his healing ability on a 5+(to fix immobile, weapon destroyed or hull point). Then for a mere 35 points he gets another PF attack, Twinlinked Plasma Pistol, Flamer, a +2 armour save and +1 and a reroll to his heal ability.
He is literally a swiss army knife. Set him in your shooting squad to give them Auspex and Signum. Set him with a command squad or put him in Terminator armour too since he can take wargear and go with any squad he chooses.
So far I find he works best in a LR with a Crusade squad and the Champ. This allows me to soak wounds, give that squad some big punch or heal the LR if they decide not to assualt. Also that armour is not considered terminator so he can sweeping advance!

To give you an idea how to do this I recently play BA in a relic match 1500 points. He was in a LR with a 5man Crusade squad and the Champ. Now I did not want the champ to die to fire so when they got out and grabbed the relic I place the Champ in the back and the techmarine in the front most of the squad. The BA then hit that squad with snipers and 3 devastator squad(with Krak missiles). I used him to take all the wounds and when he failed them I used his 2+ look out sir to throw the missiles back onto the squad. Needless to say I survived the turn of shooting still holding the relic which should not have happened! thats 12 Krak missile shots!

anyways just some food for thought especially since in our dex we can give him wargear and we don't really need the elite slots. Instead of filling Termies there you can just take 2 Leaders(the Champ doesn't have to take up a slot according to his rules) and just bring two beefy term command squads with them.

MORE SOON!!!!!!